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  1. Or it will be in about half an hour. 112 megs of textures (that need to be converted to dds to save on space), 6 map tests, and a material file are included in this release. Make sure you check out the readme to get my current thoughts on the new pack (I don't consider it done, but I figured I might as well release it), and remember that you're all free to tweak, prod, poke, and kick the maps and textures to your hearts content. Grab it here in about 28 minutes.
  2. http://www.3dtotal.com/ I've stumbled across these during one of my little internet searches and practically fell in love with them at first sight. What we have in these individual texture packs are the perfect raw materials for just about any type of texture we could ever need. As I said to Fingernail, it'd be like the modellers having some basic undetailed human shapes to start with and detail as they please, and could get us to the mapping process in almost a 3rd of the time. But (there's always a but) it does make us reliant on another persons product, and it does take away a bit of the creative process that we all enjoy. While we still be styling and detailing it to our specifications it's still someone elses hard work we're using. That and the issue of even if we CAN use them in our mod is something we'll have to ask about. There are pros and cons to using them. The pros being quick, easy, high quality textures that can be bent to our specification with minimal effort (the things even come with bump and specular maps). The cons are...well...it's not our own work, it costs money, and there's the chance that they won't allow us to use their textures in a mod no matter how different they are from the original textures. So what do you think? Speed and quality or slow and homebrewed quality?
  3. Select the light, hit J, and play with it to your heart's content. When you're there ignore the brighness slider...it doesn't do anything. You'll control brightness from the shade slider in the color menu. The only thing that's a little difficult are projected lights. Don't use the coordinates, instead resize the cone from the grid using all 3 perspectives. One thing with specular maps...remember that light is never evenly spread across a surface, throw a cloud render on there or use a brush to touch up some surfaces to give it a realistic uneven sheen.
  4. Domarius

    3ds Max

    Here is the best budget 3D rendering info I have ever read. I love it because I actually preffer the tools involved over the proffesional ones, because they are simply geared toward video game models, and you can make high quality ones too, for the normal maps. Check out this thread; http://irrlicht.sourceforge.net/phpBB2/vie...t=wings3d#10937 This post specifically; So basically; Wings3D = Modelling LithUnwrap = UW mapping CharacterFX = Animation As an example of what he does with this setup, check out his home page http://members.lycos.co.uk/arras1/ Click on "Gallery". It's worth it. Some of that stuff would fit right in with the Thief world. His humans are awesome.
  5. That's a thief font? Doesn't look like one to me. You can download the entire thief font package from the TTLG download section, somewhere. That's where I got it. You'll get three different versions of the main ("stop thief!") font, along with papyrus and a handwriting font for maps. May be another one or two as well, I can't remember.
  6. Sweet! Thanks!! Actually, I had to add a hyphen at the very beginning of the text string you gave... and then it worked: "-com_allowConsole 1 +set r_fullscreen 0 +editor" I'll try to check out how you made the maps one of these days, too. I'm sure it won't bore me, but it might be a bit out of my brain's capacity to 'grasp' right now. I'm trying to learn ColdFusion, Flash, Dedit (for Tron 2.0) and other stuff at the same time. I might need to stick with just regular sketches for a while ;o) -Darkness_Falls-
  7. Hey all - I knocked up a quick model of the wooden inlay trim thing. Unfortunately, in that fateful reformat I lost my Doom 3 install, and the CDs are home. I'll grab them this weekend, but for now I just exported the two ASE files for your use to generate normal maps. I attached it as a zip. There's a good tutorial on doing it at http://www.doom3world.org/phpbb2/viewtopic.php?t=5133 - it should be pretty obvious which of my files is which. WoodInlayLow.zip
  8. It's not too late to start. If you wanna go ahead and help BT and I out I can tell you everything you need to know to get a basic working texture in place. I had never done any texturework before I started this mod, so it's not really a hard thing to get into. All it takes is patience, trial and error work (I went through 7 specular maps before I got one I was happy with for instance), and a good idea of how to apply depth with heightmaps and you're ready to go. And another test using the new trim is up. Still looks a little plain, need more detailing textures.
  9. great work on the maps! both look great and your wallpaper looks also great.
  10. Hey there, I see you already have a few artists signed up for the "DarkMod," but please let me know if you'd like me to assist in any way. I'd like to help out with the artwork, if possible. Here's my website, showcasing some of my artwork: <link removed> All the artwork is done free-hand (not tracing). Even though I was referencing original artwork on most of the examples, I can create my own stuff, too. To help explain the 1st drawing, that one was done with colored pencils. To help explain the 2nd picture, the following original drawing was provided to me first. I went into PhotoShop and enhanced it to create that 2nd pic on my site: <link removed> To help explain the 3rd picture shown, the following photo is where I got the original Mickey: <link removed> (I made the CGI-looking background free-hand with PhotoShop.) Also, I did the Flash animation at the top of my site completely on my own. All the graphics used in the animation are my own, created in PhotoShop CS. The sounds, on the other hand, actually came from the Tron 2.0 video game; ones that I particulary liked and wanted to use for my animation. I can help create any concept artwork or finalized artwork, such as for maps, characters, weapons or anything like that. I don't have any 3-D computer modeling experience, but I have PhotoShop CS which I'm very familiar with using. I've also worked quite a bit with "dEdit" (editing tool for Tron 2.0 game) and messed around in Blender a little, but not much. Here are a couple Thief "funnies" I did: "Deadly Shadows": <link removed> For the "Blue Arrows" Controversy: <link removed> I also have a Roland XP-50 keyboard that I might be able to help produce sound effects with, if needed. I think I'd be great at voice work, as well, but I don't have any special audio equipment so am not sure how that would be accomplished. Regardless, I just wanted to let you know I'm out here if you need any help. Thanks for your consideration! - Darkness_Falls
  11. Yes, the 3 maps can be different sizes (powers of 2), and will be stretched, not tiled to fit correctly together.
  12. I've been involved in a few UT/UT2K3 mods, and a few Deus Ex mods. Oddly enough, even tho I've been doing modelling and animation for four years or so, I've never been an artist before this mod. Hmm. As for releasing this if TDS gets an editor - we're all in agreement here. I'll lay it out flat: Doom 3 has an incredibly powerful engine. It is the first of the Nexy Generation. It runs more efficiently, can have bigger levels, and is built with future hardware in mind. Can you say specular and normal maps? How about full-on pixel shader control, even without an SDK? Normal mapping at a reasonable resolution? There ain't no reason to drop this project.
  13. I've worked on the ill fated Vamp Noir mod and have done various maps for other games in the past...nothing quite this big before, though. I know that Alexius is working on the Hammerite Imperium campaign, and we have a couple of guys from Thief 2D onboard as well. But even if the Thief 3 SDK were to get released we'd still push on with the mod. There might be certain things that are more desirable about using Doom 3 over ISA's tweaked Ued. I think that if the Thief 3 editor were to get released that we should change the focus of the mod more towards a co-op multiplayer experience...but as of right now no plans are concrete and we're gonna continue as-is.
  14. 44 megs of textures (25 meg rared), 2 maps, a materials file, and a readme are on it's way to the server as I speak. I also just figured out that you can compress the color info textures as jpegs (but not the normalmaps or speculars) so the next release should be a little more compact. It's up...grab it here http://208.49.149.118/TheDarkMod/Textures/...od_Textures.rar
  15. Whoa, holy hell...my scale is way off. I figured that the characters chest would be about even with the top of the wood panels. Guess that explains why the little scale marker on the Z-axis window is smaller than it was in Vampire...Doomguy is alot shorter than what I'm used to. Oh well, it won't be that difficult to fix. Also, the reason it leaks isn't because the walls are too thin, walls that are 2 grid units thick are about the average for Id's maps, it's because my lights are too big at the moment. I'm still learning the in's and out's of D3's lighting, and right now they're too large considering the size of the room. I have cleaned up the geometry in my most recent mockup, though...so it shouldn't have any gaps. Edit: Now that I think about it, the fact that the lights have to be bigger than what they need to be might be a good indication that the room is too large...I'll have it fixed up over the next few days. Edit 2: New map (non shrunk, what's shown in my most recent screenshots) is available here. I would've uploaded it to our regular FTP, but I can't seem to access it at the moment. Since the geometry is cleaner than it was in the first rev no BSP errors should pop up.
  16. Specular maps are easy. My mini-specular tutorial. Go back to your diffuse (colour) map. Desaturate it (greyscale). Use brightness/contrast to alter the shininess and lack of shininess (black = matte, white = very shiny), dependant on the material. Black out, add in manually any extra bits you want especially shiny/matte. Then save it with the suffix _s and add the line "specularmap doom3/base/textures/blahblah" to the material definition.
  17. Also just finished up the geometry in my little bedroom mockup. Shot 1 Shot 2 Shot 3 Shot 4 lol, I've been going at a breakneck pace these last few, I think I'm gonna take a couple of days off and finally get some sleep in. Oh yeah, the lamps use an Id texture. Cuz I can't do specular maps yet I had to dig up one of theirs to get something appropriately shiny.
  18. Not yet, no. The specular maps are the one big thing I'm missing at the moment. Based on what I've seen thus far they're not a dire necessity...can't hurt to have em, but everything looks fine without em. The texture package...so far I've kept everything nice and organized, but there are a few textures in there that absolutely refuse to work no matter what I do. Considering that about 1/3rd of Id's textures aren't showing up, I'm starting to believe it's more of a bug with the editor than a problem on my end.
  19. Keep the textures separate. Also, looks good. Also, have you made any specular maps to show the wood as varnished/shiny?
  20. lol, I'll get to it. I was planning on doing it tomorrow after I clean it up and straighten things out inside of it a bit. But on another note...Fireplace You have to see it in motion to really appreciate it, what with the (bit too frequent at the moment) lightning lighting everything up nice and cooly. I'll include both my maps in with the texture pack when I upload it to the FTP.
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